package org.mage.test.cards.single;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.filter.Filter;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* also tests flashback
*
* @author BetaSteward
*/
public class IncreasingCardsTest extends CardTestPlayerBase {
/**
* Increasing Ambition
* Sorcery, 4B
* Search your library for a card and put that card into your hand. If Increasing
* Ambition was cast from a graveyard, instead search your library for two cards
* and put those cards into your hand. Then shuffle your library.
* Flashback {7}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
*/
@Test
public void testIncreasingAmbition() {
removeAllCardsFromHand(playerA);
removeAllCardsFromLibrary(playerA);
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 8);
addCard(Zone.HAND, playerA, "Increasing Ambition");
addCard(Zone.LIBRARY, playerA, "Swamp", 4);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Increasing Ambition");
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Flashback {7}{B}");
setStopAt(3, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerA, 0);
assertHandCount(playerA, 4);
assertExileCount("Increasing Ambition", 1);
}
// Increasing Confusion {X}{U}
// Sorcery
// Target player puts the top X cards of his or her library into his or her graveyard.
// If Increasing Confusion was cast from a graveyard, that player puts twice that many
// cards into his or her graveyard instead.
@Test
public void testIncreasingConfusion() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
addCard(Zone.HAND, playerA, "Increasing Confusion");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Increasing Confusion");
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Flashback {X}{U}");
setStopAt(3, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerA, 0);
assertExileCount("Increasing Confusion", 1);
assertGraveyardCount(playerB, 9);
}
@Test
public void testIncreasingDevotion() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 9);
addCard(Zone.HAND, playerA, "Increasing Devotion");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Increasing Devotion");
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Flashback {7}{W}{W}");
setStopAt(3, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerA, 0);
assertPermanentCount(playerA, "Human", 15);
assertExileCount("Increasing Devotion", 1);
}
@Test
public void testIncreasingSavagery() {
addCard(Zone.BATTLEFIELD, playerA, "Forest", 7);
addCard(Zone.HAND, playerA, "Increasing Savagery");
addCard(Zone.BATTLEFIELD, playerA, "Ornithopter");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Increasing Savagery");
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Flashback {5}{G}{G}");
setStopAt(3, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerA, 0);
assertPowerToughness(playerA, "Ornithopter", 15, 17, Filter.ComparisonScope.Any);
assertExileCount("Increasing Savagery", 1);
}
// Increasing Vengeance
// Instant
// Copy target instant or sorcery spell you control. If Increasing Vengeance was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
// Flashback {3}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
@Test
public void testIncreasingVengeance() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
addCard(Zone.HAND, playerA, "Increasing Vengeance");
addCard(Zone.HAND, playerA, "Lightning Bolt", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", playerB);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Increasing Vengeance", "Lightning Bolt");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", playerB);
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Flashback {3}{R}{R}");
setStopAt(3, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 5);
assertGraveyardCount(playerA, 2);
assertExileCount("Increasing Vengeance", 1);
}
}